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Unread 11-10-2016, 07:44 AM   #151
Beee

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allready did a /bug some days ago, but it's still buggy:

Earring of the Icelord - lv 10 Elementarist earring - ADDs 10% Castingtime instead of reducing it Smile

e.g. Wildfire castingtime rises from, 2 to 2,25 sec while the buff Ascendend Elementalist is active
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Unread 11-10-2016, 11:18 PM   #152
Yahku

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I had a second look on the Ascension spells today and noticed, that some of the stacking spells have a maximum stacking counter which can never be reached with a single spell due to 1/second restrictions, e.g.:

[IMG]

Anyways, these stacks will most likely cost much server performance. My suggestion here would be to just grant the debuffs the intended average value as a constant for the duration. So if the debuff is intended to increase linear every second from 0 to x over the whole duration at the moment, then it could have a constant x/2 for the whole time?!

If this is intended as a part of the combination of several Ascension class abilities of different players, than what about 2-3 Stacks with x/3 per Stack? That would result in the required timing of recasting these by other players but should come up with far better performance, especially for group stat changes from spells such as Siphoned Fervor.

I found such weird stacking limits for the following spells (i listed only the limited ones):

  • aABILITY 1122484363 Brittle Armor:Brittle Armor/a
  • aABILITY 1615654345 Siphoned Fervor:Siphoned Fervor/a
  • aABILITY 3976950519 Necrotic Caress:Necrotic Caress/a
  • aABILITY 2396735437 Toxic Life:Toxic Life/a
  • aABILITY 1615654345 Siphoned Fervor:Siphoned Fervor/a
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Unread 11-11-2016, 09:31 AM   #153
Beee

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still not fixed Smile
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Unread 11-11-2016, 06:43 PM   #154
Wurm

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https://forums.daybreakgames.com/eq...questions-and-bugs.572849/page-8#post-6388748

Also still not fixed.
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Unread 11-11-2016, 09:30 PM   #155
Caith

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Nope, I moved that into a changelist that doesn't get submitted until after we are done with beta publishes on accident. Should be corrected in tonight's beta build now.
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Unread 11-11-2016, 10:12 PM   #156
Wurm

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OK cool, I just wanted to make sure it was fixed before we go live.
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Unread 11-14-2016, 12:16 PM   #157
Buco

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Siphoned Fervor buff too less fervor for the group compared to the fervor buffs granted by heart bound which are permanent. So is siphoned fervor really meant to bring only 2.5 to 5% fervor for the group?

In addition siphoned fervor seems no to reach 25 increments as stated in the description. For me it only reached 11 or 12 increments.
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Unread 11-14-2016, 03:56 PM   #158
Yahku

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Thats what i meant by my last post in this thread. It seems to be the case, that a (De-)Buff are meant to be maintained as a chain of several players. Before the stacks vanish, a second player has to cast Siphoned Fervor and the stacks from the first buff will further increase. In Raid, the increase of stacks will be slightly faster, since there are far more hits incoming. However, you are completely right with the value: 2.5 to 5 Fervor on Ancient is a bad joke for a spell for which such efforts are necessary, especially when one consideres the heartbound buff. This should be the other way around - 15-30 Fervor for such a buff-chain and 2.5-5 for clicking a house item!
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Unread 11-14-2016, 05:37 PM   #159
Monstuhr

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This is still broken. I tried it again this past weekend in beta raids and it did not trigger the verdict.
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